
Dreadwick
Light is a debt. Dreadwick is a first-person survival horror roguelike. You begin on an open, procedurally generated surface — moors, forests and mountains, roads between villages, bandit camps, and barrows that lead underground. Below, every dungeon is generated fresh, every fight costs something, and the torch you carry is both your only light and the reason they find you. There is no win screen. A run ends when you die. Above ground An open world that changes with the clock. A full day/night cycle with weather fronts, rain and thunderstorms. By day the roads are quiet. At night, packs come hunting — and not every fire on the moor is real. Villages to trade in, an inn to sleep through the night, gate watchmen who know where the next site lies, and elders who pay for work. Bandit camps, roadside shrines, lost carts and sealed doors, each with a price for what it gives. Below ground Procedural dungeons of two to seven floors, each with its own biome: sunken crypts, ashen halls, root barrows, frozen vaults and the Deep itself. The torch is a resource. It burns down, gutters, and can be snuffed by a draught. Refill it at oil casks. A lit flame keeps some things at bay — and draws everything else. Monsters that hear and search. They track noise, lose your trail, and come looking. Put out your light, stand still, and you might stay hidden. The Gaunt. Make enough light and noise and something unkillable comes looking for you. You cannot fight it. You can only keep it out of the light — or get out of its way. Something wrong with the dark. Fires that go out on their own, a figure at the end of a corridor, writing on the wall that was not there before. The Hollow Warden waits at the bottom of the deepest site. Every run Three classes: the Fighter, who has to get close; the Wizard, with fire, slowing hexes and wards on a mana budget; and the Ranger, with a crossbow and quiet feet. Every weapon you find works for everyone. Unidentified items — a new set of potions and scrolls each run. Learn by drinking. Some help. Some lie. Armour, weapons and loot that scale with depth, a dodge with real invulnerability frames, sneaking, stamina, and backstabs on unaware enemies. Permadeath with a checkpoint. One save slot for the current run; death wipes it. The **Archive** keeps your bestiary, discoveries, records, feats and the last twenty deaths — knowledge, never power. Look & sound 640×360 internal resolution, a fixed 32-colour palette, dithering and nearest-neighbour upscaling over real-time 3D lighting. Rigged, animated 3D monsters. Procedural sound design with room reverb, sounds muffled through walls, and long stretches of deliberate silence. Platforms & controls Windows and Linux.English and German.Options for brightness, field of view, head bob, screen shake, rumble, a classic always-on HUD, and low-end GPU switches (volumetric fog, ground mist, 320×180 world rendering). Dreadwick is in active development. Feedback and bug reports are welcome in the comments.
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